Thunderbird
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There would maybe be a multiplayer config without the "Air support" feature to avoid frustrating some people. ;-) Weapon Weapon class Magazine class Aks-47 AK47s Ak47 M1911 m1911 m1911Mag Aps aps apsMag Res Medic; Res Crew; Res Pilot; Res Anti-Armor rifleman and specialist; Res Anti-Air specialist I will make sure to figure out and fix this issue for the upcoming FFUR/SLX Mod. The same goes to the rest of these issues as well, thanks for spotting and reporting'em. This error message exclusively occurs when you use Mikeros editor update addon, I would include a specific Editor's addon that works properly with FFUR to the upcoming release. Btw, Just would like to inform you that, excluding the amount of SLX/FFUR features available in the incoming MOD's pack, there would be some new features as well: -Implementation of a friendly cpu blood Fx. -Ability to add silencers to M4s and remove them. -Probable incorporation of a realistic and new human body dismemberment. -ECM/Flares Fx for helicopters. regards, TB
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Thanks, haven't seen that one, added it to the list of bug fixes. Indeed, thanks for clearing that up. Well, as I mentioned in my last post, the MP side hasn't been tested yet, but you will get all of your answers before the mod gets released. (once all of the tests are done). Due to the fact that several extra mods's ammo, weapons, vehicles, statics and buildings classes are derived from BIS classes, which have been heavily modified in FFUR, some random compatibility issues tend to sometimes happen when using the FFUR mod with extra mods, as you're currently experiencing with not being able to use the weapon you want from the APC. Solus lastly updated his suppressive fire script and the AI reacts better using this feature. Negative, since it is actually an "AIR SUPPORT" that doesn't use none of COC, or other artillery addons scripting way, which are so far more complex, there should be no conflict at all. But as stated above, we will test the MOD On-line to carry out the right adjustments. Thanks for the kind words, you are the welcome, but it's thanks to the OFP's skilled modding community that it has been possible to get such a project going. Believe me, it isn't that easy to use, First, being not the leader in this mission, you have to survive in order to get close to your leader's squad and use his radio, before having to wait another minute before the bombers strike the enemy's position, a minute which might be fatal for you, moreover, you have to be at least at 200 meters from the bombing position to avoid being hit because it's about MK-82 bombs, not JDAMs (if you see what I mean, heh). Regards, TB
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SLX Replacement Pack, Mod, and Addons
Thunderbird replied to Solus's topic in ADDONS & MODS: COMPLETE
Since there is no way to figure out the issue without having to redefine the concerned part of the script, taking out the feature seems the more appropriate solution right now. ;-) - Thanks once again, regards, TB -
I will check it out carefully and would fix it if necessary. Heh, that's so far sufficient to accomplish a mission without having to use 1 bullet. In terms of game-play, thrutfully I rather prefer to let the player decide on the use of the air support, I doubt experienced players would make an excessive use of this feature, unlike novice gamers who might probably appreciate it, though. Indeed, this might be a solution as well. I'm against the excessive use of the "nearest" object command because it uses a lot of system resources, which is needed to define a specific area for the AI, (command required for other tasks too), but concerning the fleeing issue, I changed some of SLX AI abilities in order to force'em to attack an enemy position without hesitating, and never fleeing. If there is no AT specialist in the squad, the air support might be your friend, though. ;-) I can't answer at this right now as we haven't started testing the new MOD on-line but I'll keep you informed. Btw, I just want to let you know that due to the changes done on the new SLX/FFUR mod intended to ensure playable campaigns and missions, the framerate level has been considerably increased. Finally, the suppressive fire wouldn't be disabled but the "dragging" feature has been taken out, mainly because of the AI behaviour in some situations which consequently involved in making some missions more playable due to the removal of certain scripts, just wait'n see. And thanks all for the kind words, regards, TB
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SLX Replacement Pack, Mod, and Addons
Thunderbird replied to Solus's topic in ADDONS & MODS: COMPLETE
Nice update, Thanks for the efforts put into carrying out these changes, several of them were necessary and they are greatly appreciated here, however, there are still a few things which have to be taken into consideration if possible This error message sometimes occurs during urban firefights, it is apparently related to the "AI entering buildings" feature, the only way I found to take out the error message is to delete the following lines from the grouplink3.sqs file 'script': <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; ifplayer is leader in formation vee and inside a building then garrison the building if(_tmp==player)then{if(!(_group in SLX_Busy)&&((formation _tmp) in ["VEE"]))then{if((_tmp distance (nearestBuilding _tmp))<5&&((vehicle _tmp)==_tmp))then{[_group] exec (SLX_GL3_Path+"SLX_Garrison.sqs")}}} else {if((_tmp distance player)<2)then{if((_tmp countFriendly [player]>0)&&((count units _tmp)<(count units player))&&((skill _tmp)<(skill player))&&(((count units _tmp)+(count units player))<12))then{_tmp removeaction SLX_Join; call compile format["SLX_Join=_tmp addaction [""Join %1"",(SLX_GL3_Path+""SLX_AI_Join.sqs"")]", group _tmp]}}} It works good but it unfortunately completely erases the concerned feature, if there is another way to figure out the issue without having to take it out then it would be nice! There is another thing which sounds somehow weird, it's when the AI drags and heals a wounded enemy, a few seconds later the AI kills him after healing him, maybe some lines to check out in the slx_wounds folder. Otherwise, nice job as usual, it's getting better at every update! oh, and I just noticed you decreased the animations speed, not by increasing their speed values using real numbers but by keeping'em less than 0, thanks for the hint, heh. Regards, TB -
I noticed this issue too, some tweaks would be needed to fix that, probably by changing tanks's MGs range values or slightly increasing their dispersion values. It all depends on the distance from where you aim at the enemy, the longer it is, the higher you aim. Maybe yes, maybe no, it is not a primary objective at the moment, but if time would allow it, I'd consider implementing this FX. Heh, thanks for the advice, it is indeed not that easy to satisfie everyone, but best to try. ;-), overall, people's suggestions are relevant, but need to be developed, without people's suggestions and feedbacks, the mod would certainly have never been that far. Thanks. INV44 Mod is behind these awesome tracers, I just slightly edited'em to make them looking brighter in-game, If you want to implement them to a specific unit, then unpbo the wanted addon, open its config.cpp and find the concerned unit's class, once you get it, give a look at the class's eventhandlers definitions, they are usually set in the bottom: First, check out the class eventhandlers, if it already has a "Init=..." line, then erase the last '"' in front of sqs/sqf, and copy and paste the following line beside it (it = ") <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_this exec {\ffur_effects\tracers\EH_tank_init.sqs}"; In order to get something more or less similar to this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">...;_this exec {\ffur_effects\tracers\EH_tank_init.sqs}"; if there is no "Init" line in the class eventhandlers, then copy and paste the following line inside the class eventhandlers, just between { and }; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">init="_this exec {\ffur_effects\tracers\EH_tank_init.sqs}"; Then you would have to follow the same way to add the line below, but this time, not to "Init=" but to "Fired=", <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">fired="_this call loadFile {\ffur_effects\tracers\EH_tank_fired.sqf}"; Once it is done, save your config and don't forget to move or copy/paste the "ffur_effects.pbo" into the same addons folder which contains your addon. Honestly, now there is a way to incorporate the DSAI system to the FFUR/SLX Mod, not by using the ECP way, but the SLX one, which might require dozens of hard man-work due to the amount of voices to define and implement, it is just a matter of time which is seriously lacking here, moreover it isn't that necessary because the SLX "shouting feature" as solus defined, works so far good. Sure. Btw, here are a couple of shots showing how the "Air support" feature works in game: Mission Pathfinder (The mission that requires the destruction of the 2 shilkas) from the CWC campaign: First, if you are not the squad's leader, you have the possibility to get close to your squad's leader in order to use his radio to call the air support: A message will appear on the top left of your screen asking for the enemy's position to strike: Another message confirming your request and the enemy's position will also appear on the right corner of the map, after 1 minute of waiting and a few radio messages coming from the bomber's pilot, comes the show... But I suggest to moderately and use and enjoy this feature, better use it only if really needed. ;-) Regards, TB
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This happens randomly, the tank sometimes gets destroyed, sometimes not, but with the incoming FFUR/SLX combination MOD, the AI would get higher sensitivity values, and that would allow the AI to engage targets far beyond its normal range. The same goes here, features like these are great for providing a realistic experience but I'm afraid it might be annoying in some cases, especially since some missions lacking logistical support require a high use of Anti-Tank rockets or missiles (Excluding the fact AI troops spend all of their magazines on 1 supposed target, AI AT units tend to spend all of their rockets on 1 supposed enemy position as well). The surrendering/fleeing scripts are based on the strength of the enemy, if the enemy is too powerful, the AI or the player automatically flee or surrender, sometimes without even firing 1 bullet. I second that, after playing several hours with the SLX mod, I find this feature quite useless too, at least, for regular troops, it might make more sense for special troops, in my judgement, though. No worries, the SLX grass wouldn't be incorporated to the Extra Island pack. Negative, several of SLX features aren't editable via the settings sqf file, (AI combat reactions, shouting, explosion effects, Tanks commander's MG, tanks deploying smoke wall and much more), these changes require being edited via the SLX_GL3.pbo scripts, otherwise the FFUR/SLX MOD would have already been released. ;-) Indeed. That would be optional, if it hasn't already been done by SamotH with his nice extra pack 2. Btw, I just would like to inform you that a new and better optimized artillery/aircraft support feature would be available, (exclusively for squads leaders) to increase the immersion and the realism, today almost all of modern military doctrines focuse on the use of massive heavy artillerie troops in order to take advantage of suppression : ->> As a squad's leader, you can request the support of a wave of heavy bombing on an enemy position (preably set on the map), by choosing between bombers support or artillery one. Regards, TB
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This is probably a hardware issue, maybe update your sound card's driver and give it a try again, if you do not know its model then download and install "AIDA32", it could be a useful tool in such situations. Thanks for the tips, better to follow the hiddenselections way imo. Well, that is wanted because the last patch size would have been almost 10 times larger because we would have been forced to implement a new ZSU-23 firing sound to the "ffur_sound.pbo" file, which isn't that small. Moreover, you rarely notice a big difference between large caliber cannons sounds in real life (According to the amount of movies available on the web), the cannons SFX more or less all sound similar but this would be fixed with the incoming FFUR/SLX Mod (which would get its own MOD folder as previously stated). Concerning the upcoming FFUR/SLX Mod currently under development, I would like to inform you that some SLX features have been taken out to mainly save BIS default missions and storylines. However, disabling these features does not affect the immersion feeling and you might even slightly gain in terms of performance. - Disabled the suppressive fire feature : Even being very interesting in-game, this feature isn't optimized at 100% and might be very annoying in some situations: ->> Friendly blind grenades which tend to cause some heavy casualties in your own squad. ->> Useless ammo use, your AI teammates tend to spend all of their magazines on 1 supposed enemy position at the start of the mission, which might not be helpful to accomplish the mission, especially when the support is lacking. - Disabled the surrendering and fleeing features: Both of these features have been disabled in the aim to avoid breaking BIS missions because the AI tend to flee and surrender quite easily and that might make an end to the mission without being a real end because the objectives wouldn't be accomplished as wanted in the Briefing. ->> AI squads flee and surrender almost every time you attack their position with tanks platoons, aircrafts and heavy armed squads, plus enemies do even not try to resist, this feature is somehow realistic but it breaks almost all of BIS missions that combine all aspects of an armed force. - Disabled APCs and Tanks deploying smoke walls feature: ->> This feature has been disabled in order to considerably increase the framerate level during huge missions. - Disabled the Main Commander's MG feature: Although this feature is quite unique in OFP's world, it is unfortunately not optimized that well and this might cause some annoying issues during Tanks combats because of the following reasons: ->> When changing the ammunition type you are using, this feature tend to block the gunner's cannon during a couple of seconds, which might be behind your death. ->> The commander's MG does not use its own muzzle flashes when firing, but uses the gunner's ones, due to OFP's limitations (unlike ArmA). As mentioned above, hijacking or removing these features have mainly be done in the aim to save BIS default missions, unless you would be against taking out these features and you are ready to live with the annoying issues related above, in this case, please let me know about it in this thread. Regards, TB
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SLX Replacement Pack, Mod, and Addons
Thunderbird replied to Solus's topic in ADDONS & MODS: COMPLETE
To completely take out this animation then open your \@slx\bin\ModConfig\config.cpp, make a back-up and find the following lines: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> // SLX ADD : Requires Ninja_LLU.pbo addon. Thanks to itweas_LLU for letting his ninja addon be used! class CombatSprintFToLying: Default { actions="LyingActions"; file="\ninja__llu\anim\hitthedirt.rtm"; speed=-1; looped=0; // duty=100; // SLX MOD : Use stamina defines. duty=DutyTiringSpecial; onLandEnd=1; disableWeapons=0; soundEnabled=1; interpolateTo[]={"LyingDying",1}; soundOverride="laydown2"; soundEdge1=0.480000; soundEdge2=0.480000; connectFrom[]={"CombatSprintF",1}; connectTo[]={"Lying",1}; enableOptics=0; }; // SLX ADD : Secondary weapon quick prone. class WeaponToWeaponLying:Weapon { actions="LyingActions"; // file="leh.rtm"; file="klekleh.rtm"; speed=-2; looped=0; enableMissile=0; visibleSize=0.25; // disableWeapons=1; soundEnabled=0; connectFrom[]={"Weapon",1.2}; connectTo[]={"Lying",1.2}; interpolateFrom[]={"Weapon",0.1}; interpolateTo[]={"LyingDying",0.1}; }; They are located between class DMACRLeanRight:DMACRLeanLeft and class WeaponFastF:Weapon, once found, then erase them from the config.cpp and save it. Otherwise, to decrease the animations speed you have to set their "speed" values greater than zero as you can see below: and the same goes to Edit: the explanations above do not concern the RPG animations but the "lying down" ones, but the principle is the same. Actually the easiest and the simple way to take out SLX RPG animations is to replace all of @slx cfgmovesMC by BIS cfgmovesMC values, and to incorporate DMA (rolling and leaning) animations again by following one of Sanctuary's tuts. Regards, TB -
Finally got the chance and the opportunity to give the mod a complete test run and it is quite well-polished up and smooth, not really surprising coming from the MOD's author. ;-) Keep up the nice work Regards, TB
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Hi everyone, First, thank you for keeping interest in FFUR, even if OFP's community's getting less every day and I wish to especially thank people who kindly try to help others in order to figure out issues and all those who try to make things get further (Blazin, SamotH, Big-Rooney and all others,) thank you. After getting back home for a few days, I have decided to carry out a 100% FFUR 1.02/SLX 1.091 combination intended to make things easy to install, it would include all of SLX and FFUR features and would get its own MOD folder, a cutsom GUI and we would make sure that it would be very stable in-game. Although being almost done, we will test it very carefully (with BIS campaigns) to redefine and rework a few aspects of this combination to avoid breaking BIS storyline (e.g: Enemy fleeing or surrendering... etc). Furthermore, this new mod (FFUR 2007/SLX) would be easly upgradable. Further detailed informations and screenshots would be published as soon as the combo's accomplished. Thanks all for the kind words and the support, Best Regards, TB
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Make sure you're running SLX at the same time than FFUR and check out the procedures to use simultaneously both mods without getting any kind of errors. Firearms Smoke Fx can be defined directly in the config.cpp (cfgcloudlets), unlike the AT-4 backblast which requires extra scripting, however, this effect has been removed to slightly increase the system's performance. Anyways, I'm off for a couple of days, maybe even weeks (Army.. etc), have fun and happy new year, once again. If you're getting any troubles, please check out this thread, all of the necessary answers have been posted, and a bunch of kind people would answer you (if you ask'em kindly, heh) as well. See you all, Regards, TB
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Don't use the FFUR 2007 config available in the SLX folder because it is not based on the updated FFUR config, use the config linked above instead of it, though. regards, TB
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My apologies about that, here is the a patch 1.021 FFUR 2007 Patch 1.021 FFUR 2007 1.021/SLX 1.09 Config The FFUR 2007 1.02 patch is needed, though. ACU IBA (That's how the US troops commonly call it) I'm afraid I can't help because this doesn't seem to be caused by the FFUR 2007, due to the fact the pack has been intensively tested and there has been no complaints about any kind of CTDs so far (when used as standalone = without SLX), but even with some CTDs here and there, the SLX 1.09 is a very enjoyable mod, especially when used with extra mods (FFUR, WGL... etc). Regards, TB84
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-FFUR 2007 1.02 (Includes SLX particles and some stable FX) = works very well on-line, tested and confirmed (as stated in the news posts). -FFUR 2007 1.02 + SLX 1.09 (Includes all of SLX features) = Hasen't been tested on-line yet because SLX 1.09 has been released just a few hours ago. It is simply a matter of taste, not that hard to understand: -If you prefer to run FFUR 2007 as standalone mod on-line then do it because as mentioned above, it works quite well on dedicated servers, exactly as wanted. -If you prefer to run FFUR 2007 with SLX on-line then I can't guarantee how well this combination would work. I repeat again, SLX is NOT necessary to run properly the FFUR 2007 1.02, it is optional for people who want to use it. However, if you wish to use SLX+FFUR then download the appropriate config linked in the previous page and follow the installations instructions. Regards, TB84
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Have you launched "Install_win2k_Xp.bat" when you extracted the files from the archive as stated in "How do I install the extra files.txt"? If I was you, I would rather avoid using the FFUR/SLX combo on-line because of some probable technical incompatibilities. As far as I know, there are a few servers here and there and we hope that more people would get interested in FFUR, especially in terms of Multiplayer. regards, TB
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1- Create a backup folder where you would move your \@slx\bin\config.cpp + \@slx\bin\resource.cpp 2- Create a new shortcut (Rather call it -> ffur2007+slx) in the \ffur2007\ folder derived from your "FLASHPOINTRESISTANCE.exe" then add -nosplash -mod=ffur2007;@SLX on the end so it looks like this: "C:\Program Files\Operation Flashpoint\FLASHPOINTRESISTANCE.EXE" -mod=ffur2007;@SLX 3- Create a backup folder that you would call "FFUR 2007 Original config" in your \ffur2007\bin\ folder that you will call "FFUR 2007 Original config" and move your current \ffur2007\bin\config.bin + \ffur2007\bin\"editable" to this new folder (FFUR 2007 Original config). 4- Extract the "BIN" folder from the SLX 1.09/FFUR 2007 1.02 archive to your \ffur2007\ folder 5- Run the new shortcut (ffur2007+slx) and have fun! Regards, TB84
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Indeed. Just make sure you have taken the previous (SamotH) "NewDta" folder out of the "ffur2007" before proceeding to the installation of the new Extra Pack. regards, TB84
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Hi, To enjoy more the last FFUR major release, here is a small patch (1.02) which figures out almost all of the main issues reported in people's feedbacks and which slightly enhances the game-play by featuring several changes and improvements. +Increased the dispersion values to make combats last longer. +Replaced several SFX (AK series, PK, M16/M4, Shilka cannon...) by high quality SFX coming from the popular Dynamic Range sound pack. +Enabled the burning effect for all trucks and cars. +Included new tracers to Infantry troops Light Machine Guns and the same goes to the NSV and a few other MGs, the tracers are all standarized with the appropriate color and size. +Fixed : ffur_ru/mt/ffur_ru_gr.p3d(magic) +Fixed : Blood Fx which was transparent +Slightly Optimized the materials effects and removed the materials Fx from some infantry troops. +Replaced the Uaz by RF UAZ and the same goes to the Resistance jeep, which has been replaced by an appropriate model as well. (thanks to theSun) +A new Extra pack is available, which regroups a great collection of model replacements (Sky, Houses, sea, moon, stars, flames, smoke and much more), this pack is directly inspired from SLX extra pack. +Included a SLX 1.09/ FFUR 2007 1.02 config, (Read the instructions included in the SLX 1.09 pack to combine correctly both mods and to simultaneously run'em without experiencing any kind of problems). (Special thanks to Solus) or simply follow this installation guide: 1- Create a backup folder where you would move your \@slx\bin\config.cpp + \@slx\bin\resource.cpp 2- Create a new shortcut (Rather call it -> ffur2007+slx) in the \ffur2007\ folder derived from your "FLASHPOINTRESISTANCE.exe" then add -nosplash -mod=ffur2007;@SLX on the end so it looks like this: "C:\Program Files\Operation Flashpoint\FLASHPOINTRESISTANCE.EXE" -mod=ffur2007;@SLX 3- Create a backup folder that you would call "FFUR 2007 Original config" in your \ffur2007\bin\ folder and call it "FFUR 2007 Original config" then move your current \ffur2007\bin\config.bin + \ffur2007\bin\"editable" to this new folder (FFUR 2007 Original config). 4- Extract the "BIN" folder from the SLX 1.09/FFUR 2007 1.02 archive to your \ffur2007\ folder 5- Run the new shortcut (ffur2007+slx) and have fun! FFUR 2007 1.02 Patch FFUR 2007 1.02 Extra Pack FFUR 2007 1.02/SLX 1.09 Config Special thanks to the following people for their help and great support: -Solus for including his GL3/SLX features to the FFUR 2007 1.02 config. -TheSun and his team for allowing us to incorporate his amazing UAZ models. -Llauma, SamotH, Solus for the nice models replacements and animated textures (Sea, Flames, moon, sky... etc). Have fun! Regards, TB84
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Hi all ! From the =Virtual Military Engineers= guys : Here's the VME Full pack [195] MB,wich regroups all VME stuff, a lot of enhancements have been carried out : -New Custom GUI -New Cutscene -FFUR effects incorporated -Reworked models -Improved Scripts -Lag reduced but the main improvements are still of course AI (CQB) scripts : -now chinese AI (CQB) squads are able to deploy mortars and heavy machine guns when they are under heavy fire. -AI (CQB) have the abilities of rolling and leaning. -AI (CQB) do throw smoks to cover the squad once under heavy fire. -AI artillery system and air support scripts improved. -ECP blood effect incorporated etc.. ->Tony Ranger (Vme script maker) has introduced some missions in the Extra pack. Download : VME Full pack [195] Mb VME Extra Mission Pack [1] Mb Install : -Launch the installer, choose your directory and let it do. Screenshots : Credits : VME's members: (BYM101) (CYCLE6) (DanTong) (TuPi) (Knight) (LWM2000A) (MAX PAYNE) (NERO000) (S_GENIE) (SMS) (TONY RANGER) (WRS) Partners : (thunderbird84) special thanks to (HYK) (EDGE) (Footmunch) (SUCH&EARL) (ECP) Mirrors are welcome ! Thank you and have fun !
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Some of these effects can be implemented indeed, but please keep in mind that incorporating more effects would just increase the required specs to run the Mod well. No worries about that, as already mentioned, some sounds have been replaced by Dynamic Range SFX for the upcoming patch. Logically, there should be no changes between both of these ways. Heh, then don't do it. Negative, Check it out once again before reporting, thanks. I have a system lower than yours (AMD 1.5+) and I can set the visual quality to 11 without experiencing any kind of lag. Keep patient please, the patch is currently under development and should figure out all of the reported issues before getting released. To be honest, there is no "standarized" AK sounds, every AK seems to have a different sound, and the same goes to the rest of firearms, it all depends on the area where you use it, and on several other factors. But as already stated, the current sounds effects would be replaced by more popular sounds. Please keep in mind that these changes have been done, exclusively in terms of system performance, because the previous effects, even being slightly better, they were causing a lot of lag on low systems. I'm afraid it wasn't that perfect, a lot of glitches and bugs have been fixed since the previous release. Envisaged. Thanks all for the kind words, feedback and the great support, but please read the previous posts to avoid repeating the same kind of "bugs reports", actually, all of the bugs seem having been mentioned and a patch is on the way. Regards, TB
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Blind patriotism is worse than anything else, I'm getting the slight impression that your watch stopped at the end of the second world war, since then "you" seem to have the tendency to repeat the same speech falling back into your old days to justify any your country's actions, or at least those having failed. (They are quite numereous). Actually, I'm afraid there is no way to get out of Iraq without having uncle Sam suffering from heavy casualties, if your troops leave, Iraq will collapse into civil war, in the other case, things would certainly not get better and U.S. KIA (killed in action) stats would get higher every day. If you want things to change, you had better change things. It requires that you will have to choose "smarter" people to govern your country the next time. Regards, TB
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A special config is actually under development on the basis of the last SLX version. Tried it out and got the same issue, it is not due to your graphic card as I have a geforce, but this is probably caused by some cfgcloudlets settings which have to be redefined. Well seen, added to the list of incoming changes. Indeed, for some reasons the script has been taken out during the beta test phase but I'd get it back. This is wanted as BIS tracers are directly defined in the config and not generated by extra scripts, unlike FFUR Tanks/APCs mounted machine guns tracers, this has been done in order to slightly gain in performance during huge infantry firefights. But I envisage to carry out some minor changes to get things done in a rational structure (e.g if the M-2 Browning get specific tracers then that [means] that the russian NSV should use the same tracers (model) in the appropriate color). Concerning the SFX issue, we decided to focuse on the most popular sounds FX created thus far, which is the Dynamic Range pack, several of FFUR sounds would get replaced by DR ones, or at least, those that people complain about. This is not due to the script but to the fact that the script generates a command which replaces the previous model by a new one, I think you can live with this "issue" for a little while longer. Believe me I have already tried to get that done more than once, but there is really no way because of a kind of OFP engine limitation, so changing the order of the useraction actions in the config doesn't affect the action menu, furthermore, BIS haven't defined the "reloading" action in the "class useractions". Well, as Big-Rooney mentioned in the previous page, the script generates an animation as well as it replaces the model, we can make the soldier go prone when you mount the aimpoint, though, but that might look somehow weird in a safety area, heh. This is wanted as well, for the same reasons as above (performance issue). The FFUR mod isn't meant to be as realistic as WGL one, but we try to balance between realism and gameplay while slightly focusing on the realism to generally satisfie people's demands for long-time. Regards, TB
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SLX Replacement Pack, Mod, and Addons
Thunderbird replied to Solus's topic in ADDONS & MODS: COMPLETE
I'm currently working on a SLX 1.08/FFUR 2007 config, please keep patient until it is done properly, because the FFUR 2007 has its own folder and comes with a lot of changes compared to the last release. Regards, TB -
Sudayev, make sure you are running FFUR with a clean version of OFP 1.96, better run it without any extra addon, otherwise you would sometimes experience such kind of errors, in your case, the message you're getting is certainly due to the fact that you have somewhere the Ninja addon in one of your Addons folder (Addons/ or Res/Addons). Anyways, the patch is on the way, it fixes almost all of the minor issues found in the last release as well as it replaces some SFXs by better ones (The same goes to the AK series). The biggest thanks go to you, for taking the time to carry out such a nice textures and 3Ds selection, and for saving us some time as 456820 stated in the previous page, heh. Thank you once again, the first post has been updated. Thanks all for the continuing support! Regards, TB